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Here is our video demonstrating the work done this month.

This month was dedicated to our second Bug Bash - which means all the programmers at Introversion focussed exclusively on bug fixes for an entire month. We've spent the month slogging our way through the bug database and fixing the highest priority issues to bring you a slicker, faster, better, less buggy Prison Architect. But that's not all - NOT ONLY have we fixed 39 issues and resolved 550 duplicates, we also present a brand new feature! Tell your mates, put it on facebook, set twitter on fire, let the world know that Prison Architect now comes with a digital clock.

At the very start of the month we decided we would aim to resolve the food/kitchen/chefs bugs as a priority. If you are a regular player you have no doubt experienced chefs being dumb, food going to the wrong canteen whilst inmates starve elsewhere, and various issues around kitchen resources. In many ways the food distribution system is the most complex of all of the AI within the game, and none of these problems are 100% solvable simply because everyone builds prisons differently, and there are many variables to take into account. Players can build one or many kitchens, one or many canteens, and can hire chefs or use prison labour. They may intend one kitchen to cook for everyone, or multiple kitchens to cook for one canteen, or multiple kitchens to cook for multiple canteens. If that wasn't bad enough, each kitchen may have a security designation limiting which prisoners can work in there when, and the canteens may be designated as well such that only certain prisoners can eat there, and each category of prisoner can potentially eat at a different time of day. Sometimes you may have a mixture of prisoner types in one canteen. Just figuring out how many prisoners will be eating in a single canteen at a certain time of day is a very complex AI problem. But thanks to the work done this month we think you'll find the whole system much more reliable from now on.

We also resolved lots of nasty bugs to do with zoning your prison into different categories of prisoners. Eg prisoners failing to go to reform programs, or visitations failing, all due to the AI not taking into account the security designation of different sectors.

Normal service will now resume, and we will be getting back to adding new features to the game. See you next month!

just so u know i started a building on a map that is X and Y enlarged by each 5x and the building costs like 3-4 million and only lags a BIT, instead when in Alpha25 it laggy building somethzing huge on a small map already..

This issue seems to not have been solved. I am running Alpha 26b PC Vanilla, which I'm quite sure is the latest version.

THANKS!

I can't really tell you specifically about this case (I don't even have the game, lol), but it's possible that it means "resolved for next release". That is, the issue was resolved in their internal builds, but there hasn't yet been an update.

Great update and bug hunt....but i think i have a another one...the Amblance keeps coming back ive had as many as 3 of them on the screen after all te dead bodies are gone.they will keep coming until i save and reload the game.Keep up the great work.